GGs to wrayeth, I was the enemy jacksonville, this was a tragic game but now i see how my team fell to one ship we won the flank on my side then i looked at the other side to see a napoli with 6 kills, I couldn't believe the shikishima didn't get him
Wrayeth here. Great fight, sir! I really wasn't sure if I was going to survive it. Turns out...I didn't. And you almost managed to get into cover behind that island until that last-second secondary hit got you.
If you mean 5:50 To be fair, while I’m all for “Well Acktually Jingles” moments, he’s saying “The Napoli is *just* a cruiser, it isn’t *that* well armoured.” For a cruiser it is well armoured yes, but it’s still “just a cruiser”
I've had many a Napoli try and bumrush my tier ten BBs for torp runs, they do maybe 40-50k damage, then realize they fucked up about 0.1 seconds before they get vaporized by a point blank salvo. I feel like a lot of them suffer from a bit of overconfidence...
@@admiralpavelnakhimov8755 That was me for like 30-40 games in the Napoli. Then I really started paying attention how good players were playing it and then I got a lot better!!!
@@azamaziz7139 He actually said that about other Italian ships, not Napoli. Mainly because most other Italian secondaries are HE and 90mm and can't get pens, only fires. Nap has 90 and 152mm and SAP shells. They melt DDs and CLs and do pretty decent damage against heavier ships as well.
Napoli secondaries are basically the best in the game for inflicting damage quickly on destroyers that pop up nearby. A Schlieffen or Ohio running Manual Secondaries is more accurate with the full -50% dispersion effect, but this takes 45s of firing to achieve and is only on one selected target. The strength of the Napoli secondaries is their very high base accuracy, second only to the Graf Zeppelin at high tier. They are at full accuracy from the moment they open up on a target and will start landing shots long before the BBs would. An added bonus is that you get full accuracy from both sides of the ship at the same time, unlike with manual secondaries on the BBs.
@@quoniam426 To the best of my knowledge, GV doesn’t have special secondaries other than the fact they’re SAP. There are 3 distinct groups when it comes to secondary dispersion. At 11km it looks like: •Normal - 657m. •German BB - 509m •German BC, Georgia, Ohio, Iwami etc - 393m Giuseppe Verdi is in the Normal category with 657m of base dispersion. In contrast, Napoli is down at 261m. Only the enhanced dispersion found on the likes of Schlieffen, Massachusetts, Ohio etc. can compete with Napoli. Even then, they need about a 40% decrease from the manual secondary skill before that happens.
I love Jingles doesn't actually know what's happening... he just says things. 4:35 he's talking about the "Golden Lion" switching to armor piercing but the mini map and the GIANT AS SMOKE CLOUD says it's actually a minotaur spamming the AP.
Haha, gotta love how Jingles keeps it real even when he's lost 😂. That Napoli sure knows how to throw a party in smoke! I think it’s like playing hide and seek with a battleship. 🥳
Buddy UK BB have great AP , and I use AP all the time ! , I have gun feeder skill over UK commander for bb as cruiser expect UK BB to shoot he , so they often show broadside , dev strike & first blood is nothing rare for me on UK bb .
Just picked up the Nap myself, and damn is she fun. The 8.8 smoke fire penalty is really useful, and just the presence of a Napoli makes some players go stupid. Its a psychological warfare machine, and with the armor scheme, tanky as hell. Well played good sir!
I have all 21 super ships , 3 weeks ago I had only 18 but my clan bought that -15 to purchase bonus , so I bought Eagle & USA , and in Thursday last week Jacksnville along Orage & Cassard , now I have just 273mln credits left , I got 4620 steel from anniversary bonuses so that is worth it , and I am F2P player ... anyone want to buy my account 3k€ I am ready to say goodbye to my main account .
Impacts with water are rather interesting since you can easily swim through water but the harder you hit water, the harder the resistance to the impact will be. Firing into water would be like trying to throw a limp hotdog into a wall and expecting the hotdog to penetrate the wall.
The US Navy trained to fire below the waterline to cause heavier damage. Admiral Willis "Ching" Lee had USS Washington train hard on it. When Washington and Kirishima faced off at the Naval Battle of Guadalcanal , Washington scored devastating hits below the waterline causing massive flooding on Kirishima. One shell even exploded beneath the keel near the stern damaging and jamming both rudders. With one rudder jammed at 10 degrees starboard and the other at 80 degrees port. The flooding was so severe that Kirishima capsized while her crew was abandoning ship. So Washington's shells penetrated the water and 8 inches of armor to explode inside Kirishima.
@@lucashenry6281 idk if they actually trained like he said but Kirishima absolutely took penetrating hits under the waterline: www.navweaps.com/index_lundgren/Kirishima_Damage_Analysis.pdf
@@lucashenry6281 Look up Kirishima damage analysis for factual information. Kirishima's wreck has been found and partially exoplored , photographed and videoed by Robert Ballard. Excellent analysis of each hit on Kirishima both above and below the waterline. Hits below the waterline were not uncommon in WW2 . The Japanese even developed diving shells to hit below the waterline and for antisubmarine use. They were failures because the trajectories under water were unpredictable. By the way I last took college physics about 46 years ago, but even I know that a 2700 lb shell traveling at 700 meters per second will easily penetrate 2-4 meters of water.
The Napoli is an 'I Win' button. It bounces anything under 18", its basically immune to being citadelled, it had ludicrously long range secondaries, and a fuckin heal. All this on top of a pretty broken smokescreen and an overly generous reload time on its oversized guns.
Smoke firing penalty can be ascertained by looking at the minimap, or the numbers around the crosshairs, when a ship is firing from smoke. This applies to every ship in the game.
Not unusual for Napoli secondaries to outscore the main battery guns...if you can survive getting close enough to use them effectively. Having teammates that can keep your victim occupied while you do that is priceless. Wrayeth was lucky to have survived at all early on. Ending up with the kind of game he had is close to miraculous.
the smoke firing penalty of the napoli is 8,9 km his secondary range is 11km he has a full secondary build it seems (as he should) andhis normal spotting range is 10,3 km. He has 700m of range more on his secondarys than surface spotting range. So no Jingles it is not basically the same. ( 12:58 ) But his spotting range blooms to his secondary range when they are firing.
Those Kaersarge players are so annoying. Having one on your team in ranked usually is an automatic loss if the enemy team isn't stupid. My experience with them is that they just fly around, do no damage and die. And you're spot on with the sub technique, firing a spread in the rough direction and pinging 5km beforehand usually does the trick for me. Unless they turn too much, then an earlier ping is required
I had a battle in my Napoli and without even having a good game inflicted 225K dmg. The range on the secondaries is amazing. Firing over islands to chew people a new port hole in their ship.
every tim I see the napoli explained with the SAP secondaries, makes me wonder why the hell they don't just allow you to select secondary gun ammo. Seems pointless to not have that...
I question the logic of the AP shell on the water thing you mentioned. It's my understanding from mythbusters that standard bullets tend to break up or lose all momentum like 2-3 inches into the water when being fired into from above the water. I don't think a shell would survive water impact either beyond a few inches, and I'm pretty sure subs submerge more than that?
It would go alot further than that but depending on the angle of fall it would still probably not be deep enough when it explodes, if it explodes at all. If you manage to directly hit the submarine with the diving shell thats something else though
hello jingles you mentioned that a sub should be hit by ap when under water but most most hit that were scored with bb shells were duds as the fuse couldnt survive the impact with the water and the were als prone to tumbeling and flipping around meaning the back would hit
Played against a full secondary spec Napoli 3 person division the other day in randoms... I just lol'd and watch my team get slaughtered by them as we had no radar to counter the smoke. Quite funny!
Yaknow everyone always says the napoli is a insanely good ship, yet I can just never get it to work, getting close enough for secondary range usually always results in death for me since I dont do full secondary range build, and the guns just feel like they don't do much. It is tanky tho.
They're slow and I didn't have a good target most of the time. Using Napoli torps at anything except knife-fighting range is basically a trap. Much better to rely on your secondaries and main battery in the Napoli.
I have a technical question:I noticed a few weeks ago, that Jingles' videos are played in (auto)480p which makes the onscreen text illegible. When I switch to 720p or higher the video stutters: every 2-3 seconds it buffers for a 1/2 second. Which is annoying AF. Anyone experience similar? To be fair, my internet is kinda potato, but I have no such experience with other creators' videos in 720p
I congratulate you sir/ma'am/? on being first! Have a cookie 🍪 and back to the Salt Mines with you! 😂 I guarantee he has heard of MWO as it's been up and running for years now! 😊
@@last_dutch_hero258 I mean, it has its issues. I stopped playing a few years ago, the game play and meta were kinda stagnant. Faction play was fun but brutally one sided. I wish they would add a stock only mode or something to change it up.
I think the “Just A Flesh Wound” award mechanic is broken. I’ve had a bunch recently where I don’t get it with a kill after I’m dead. I think you have to be dead for more than 2-3 seconds now.
Why go for 10.3 concealment when your secondarys open at 11+km ? That's 4cpt points or a module wasted. The only shots that benefited from the range module was one salvo at that dutch cruiser which set a fire which was immediatly repaired. There is no reason not to fully spec this thing into a secondary build in my opinion. GG though.
@@connycontainer9459 I wouldn't trade the ability to get up close or disengage when necessary for anything, especially in the passive meta. 10.3km is amazing concealment for a cruiser when you have BBs approaching sub 12km concealment.
@@Lewiks Most other cruisers yes. But Napoli has speed, agility and is tanky and has a smoke. The only other reason I could see is that you want unsuspecting ships to be even more in your secondary range, but I don't think that's worth the trade. I only got her a couple month ago and tried all kinds of combinations, and they all work pretty well. So I can see why people are going for that in between build, but I have yet to see anyone turning off their secondarys in those ranges. Whenever I did it I often forgot to turn them back on for some time. It's just so much more fun going in between two targets in a full sec build imo.
It's worth mentioning that secondaries only open up on ships that are *spotted*. As such, Concealment Expert is still quite useful against ships that have a lower detection radius. Gives them less time to react when you get close and your secondaries start to go "BRRRT!"
Somethings about this game are just too fictitious to pay anyone for. In the rest of the real world the Planet Earth has a curvature, that curvature limits visible range...that is why ships have towers...not because "WOW decided" that your destroyers are better fighting ships than our battle ships. Aircraft carriers can only launch one squadron of planes and then have to wait. But here is today's fiction...our Hero destroyer, who is somehow invisible at the distance I can see while sitting in a canoe, is traveling at 40knts and chucking torpedoes at targets that are 8km's away. Now, with the game having a time limit, how much should we lead the enemy who is traveling at only 30knts? Hurry it up, you only have 20 minutes... (Those torpedoes must be moving over two hundred miles an hour.)
15:08 Jingles, according to WG you have to be dead for 1.5 seconds before killing the enemy to qualify for JaFW; ofherwise the game merely considers it a trade. Yes, yes, I know, double shifts in the pit! I'm going!
3:00 Mr Jingles, On cruisers, TGP is not related to secondary artillery. It triggers only when an ennemy ship is in your base detection range.
TGP? Top Grade Punner?
@@wombat4191 yes
Wrayeth here. Thanks for showing this! It was more than a bit disconcerting getting shot up that badly early on, but it worked out in the end.
Good game Wrayeth, good game. Now back to the Salt Mines 😁
The "It's just a flesh wound" achievement requires that the enemy ship dies 1.5 seconds or more after you did. In this case it was almost instant.
GGs to wrayeth, I was the enemy jacksonville, this was a tragic game but now i see how my team fell to one ship we won the flank on my side then i looked at the other side to see a napoli with 6 kills, I couldn't believe the shikishima didn't get him
Wrayeth here. Great fight, sir! I really wasn't sure if I was going to survive it. Turns out...I didn't. And you almost managed to get into cover behind that island until that last-second secondary hit got you.
@@mattw.6726 yea i thought i got away as well, but well played ggs
"The Napoli isn't that well armored" oh Jingles, my sweet summer child. Also it's a coal ship, you don't need to spend money to get it.
He also once said the secondaries aren't worth building
If you mean 5:50 To be fair, while I’m all for “Well Acktually Jingles” moments, he’s saying “The Napoli is *just* a cruiser, it isn’t *that* well armoured.” For a cruiser it is well armoured yes, but it’s still “just a cruiser”
I've had many a Napoli try and bumrush my tier ten BBs for torp runs, they do maybe 40-50k damage, then realize they fucked up about 0.1 seconds before they get vaporized by a point blank salvo. I feel like a lot of them suffer from a bit of overconfidence...
@@admiralpavelnakhimov8755 That was me for like 30-40 games in the Napoli. Then I really started paying attention how good players were playing it and then I got a lot better!!!
@@azamaziz7139 He actually said that about other Italian ships, not Napoli. Mainly because most other Italian secondaries are HE and 90mm and can't get pens, only fires. Nap has 90 and 152mm and SAP shells. They melt DDs and CLs and do pretty decent damage against heavier ships as well.
Napoli secondaries are basically the best in the game for inflicting damage quickly on destroyers that pop up nearby. A Schlieffen or Ohio running Manual Secondaries is more accurate with the full -50% dispersion effect, but this takes 45s of firing to achieve and is only on one selected target.
The strength of the Napoli secondaries is their very high base accuracy, second only to the Graf Zeppelin at high tier. They are at full accuracy from the moment they open up on a target and will start landing shots long before the BBs would. An added bonus is that you get full accuracy from both sides of the ship at the same time, unlike with manual secondaries on the BBs.
The Giuseppe Verdi BB works on the same principle.
@@quoniam426 To the best of my knowledge, GV doesn’t have special secondaries other than the fact they’re SAP. There are 3 distinct groups when it comes to secondary dispersion. At 11km it looks like:
•Normal - 657m.
•German BB - 509m
•German BC, Georgia, Ohio, Iwami etc - 393m
Giuseppe Verdi is in the Normal category with 657m of base dispersion. In contrast, Napoli is down at 261m.
Only the enhanced dispersion found on the likes of Schlieffen, Massachusetts, Ohio etc. can compete with Napoli. Even then, they need about a 40% decrease from the manual secondary skill before that happens.
I love Jingles doesn't actually know what's happening... he just says things. 4:35 he's talking about the "Golden Lion" switching to armor piercing but the mini map and the GIANT AS SMOKE CLOUD says it's actually a minotaur spamming the AP.
''Battle of the big spenders'' AKIZUKI approves ! 🤣
Haha, gotta love how Jingles keeps it real even when he's lost 😂. That Napoli sure knows how to throw a party in smoke! I think it’s like playing hide and seek with a battleship. 🥳
"Golden lion it using its Ap"
meanwile Mino goes "burrrrrtt"
Buddy UK BB have great AP , and I use AP all the time ! , I have gun feeder skill over UK commander for bb as cruiser expect UK BB to shoot he , so they often show broadside , dev strike & first blood is nothing rare for me on UK bb .
That was genuinely very, very well-played, Wrayeth!
Thank you!
Good video with proper Jingles moments, now it's time to run back to the Salt Mines, I still have some extra shifts to complete.
Always enjoy a Jingles video in the morning.
Appreciate you Jingles ^-^ thank you for the years of entertainment
Just picked up the Nap myself, and damn is she fun. The 8.8 smoke fire penalty is really useful, and just the presence of a Napoli makes some players go stupid. Its a psychological warfare machine, and with the armor scheme, tanky as hell. Well played good sir!
"The Battle of the Big Spenders". 😂
That would make a great alternate title
I have all 21 super ships , 3 weeks ago I had only 18 but my clan bought that -15 to purchase bonus , so I bought Eagle & USA , and in Thursday last week Jacksnville along Orage & Cassard , now I have just 273mln credits left , I got 4620 steel from anniversary bonuses so that is worth it , and I am F2P player ... anyone want to buy my account 3k€ I am ready to say goodbye to my main account .
Great battle. Great choice.
Impacts with water are rather interesting since you can easily swim through water but the harder you hit water, the harder the resistance to the impact will be. Firing into water would be like trying to throw a limp hotdog into a wall and expecting the hotdog to penetrate the wall.
The US Navy trained to fire below the waterline to cause heavier damage. Admiral Willis "Ching" Lee had USS Washington train hard on it. When Washington and Kirishima faced off at the Naval Battle of Guadalcanal , Washington scored devastating hits below the waterline causing massive flooding on Kirishima. One shell even exploded beneath the keel near the stern damaging and jamming both rudders. With one rudder jammed at 10 degrees starboard and the other at 80 degrees port. The flooding was so severe that Kirishima capsized while her crew was abandoning ship. So Washington's shells penetrated the water and 8 inches of armor to explode inside Kirishima.
@@argo_1060 yeah you’ve no idea what you’re talking about. Go look up physics before wasting my time.
@@lucashenry6281 idk if they actually trained like he said but Kirishima absolutely took penetrating hits under the waterline:
www.navweaps.com/index_lundgren/Kirishima_Damage_Analysis.pdf
You mean 8:00 ?
@@lucashenry6281 Look up Kirishima damage analysis for factual information. Kirishima's wreck has been found and partially exoplored , photographed and videoed by Robert Ballard. Excellent analysis of each hit on Kirishima both above and below the waterline. Hits below the waterline were not uncommon in WW2 . The Japanese even developed diving shells to hit below the waterline and for antisubmarine use. They were failures because the trajectories under water were unpredictable. By the way I last took college physics about 46 years ago, but even I know that a 2700 lb shell traveling at 700 meters per second will easily penetrate 2-4 meters of water.
The planes on Kearsarge carry the Tiny Tim rockets. They are big and hit very hard if you do it right.
Remember kids, overpens on a submarine don't cause floodings. ;)
The Napoli is an 'I Win' button. It bounces anything under 18", its basically immune to being citadelled, it had ludicrously long range secondaries, and a fuckin heal. All this on top of a pretty broken smokescreen and an overly generous reload time on its oversized guns.
As usual the Jägers are quickly killed.
Jägers tends to be very suicidal.
Smoke firing penalty can be ascertained by looking at the minimap, or the numbers around the crosshairs, when a ship is firing from smoke. This applies to every ship in the game.
Not unusual for Napoli secondaries to outscore the main battery guns...if you can survive getting close enough to use them effectively. Having teammates that can keep your victim occupied while you do that is priceless. Wrayeth was lucky to have survived at all early on. Ending up with the kind of game he had is close to miraculous.
Afternoon Gnome Overlord just finished in the mines nice vid
Marvelous Battle!!!
enjoyed this one
Nicely done!
10:28, "From that angle... one gun" says British rum, FS has two guns in the rear, 🤣🤣
Water really screws with projectile velocity.
Nice Jingles !!
Jingles, besides the 90mm secondaries, the Napoli also carries 152mm secondaries.
Lol the Stalingrad is my clanmate. NineK finally represented.
the smoke firing penalty of the napoli is 8,9 km his secondary range is 11km he has a full secondary build it seems (as he should) andhis normal spotting range is 10,3 km. He has 700m of range more on his secondarys than surface spotting range. So no Jingles it is not basically the same. ( 12:58 ) But his spotting range blooms to his secondary range when they are firing.
Thank you and GG! 😮
This was dun ro watch and the ending was spectacular!
This was fun to watch
That Jacksonville had a severe case of potato aim
I only play Legends on the PS5 so have to remember when watching these videos that air spotting actually matters.
top stuff
Rock on Jingles!!!!!
Took bro 13 mins to remember Napoli has torps
Torps slow, only really effective at knife fighting range.
@@sandarbian3947Nah, they’re long range sea mines, keep those tubes firing into gaps for random hits
⚓
Those Kaersarge players are so annoying. Having one on your team in ranked usually is an automatic loss if the enemy team isn't stupid.
My experience with them is that they just fly around, do no damage and die.
And you're spot on with the sub technique, firing a spread in the rough direction and pinging 5km beforehand usually does the trick for me. Unless they turn too much, then an earlier ping is required
I had a battle in my Napoli and without even having a good game inflicted 225K dmg. The range on the secondaries is amazing. Firing over islands to chew people a new port hole in their ship.
Fantastic game
was a good game. enjoyed it very much!
Well played o7
every tim I see the napoli explained with the SAP secondaries, makes me wonder why the hell they don't just allow you to select secondary gun ammo. Seems pointless to not have that...
Good morning Gnome Overlord. All th best.
nap has a mixed sec battery of 90mm and 152mm.
I question the logic of the AP shell on the water thing you mentioned. It's my understanding from mythbusters that standard bullets tend to break up or lose all momentum like 2-3 inches into the water when being fired into from above the water. I don't think a shell would survive water impact either beyond a few inches, and I'm pretty sure subs submerge more than that?
It would go alot further than that but depending on the angle of fall it would still probably not be deep enough when it explodes, if it explodes at all. If you manage to directly hit the submarine with the diving shell thats something else though
👍👍
Sad news Jingles. James Earl Jones Passed away Yesterday. Lord Vader. Is now one with the Force.
hello jingles you mentioned that a sub should be hit by ap when under water but most most hit that were scored with bb shells were duds as the fuse couldnt survive the impact with the water and the were als prone to tumbeling and flipping around meaning the back would hit
I love big boats with huge guns
"Secondaries did more damage than the mains" .... is Napoli, yes? :) :)
How did the homed torpedos at 7:25 miss when he was barely moving? 😮
They stop homing at a certain distance, otherwise theyd be impossible to dodge
Something is bad when a game where the autoaim secondaries got more damage than the main guns is considered a good game.
Minimap shows you your visibiilty through smoke when you fire. You just have to watch it to know.
I think he didn't get the it's but a flesh wound because it was too close. Counts as a simultaneous kill
👍
GG
Played against a full secondary spec Napoli 3 person division the other day in randoms... I just lol'd and watch my team get slaughtered by them as we had no radar to counter the smoke. Quite funny!
Jingles btw, what are u saying at beginning of WoWs videos? Rear admiral Jingles or Real admiral Jingles, just curious. ;)
You forgot to mention about amazing impervious armour of Napoli.
Yaknow everyone always says the napoli is a insanely good ship, yet I can just never get it to work, getting close enough for secondary range usually always results in death for me since I dont do full secondary range build, and the guns just feel like they don't do much. It is tanky tho.
I saw the Napoli use its torpedos ... But only once ... Are they basically crap?
They're slow and I didn't have a good target most of the time. Using Napoli torps at anything except knife-fighting range is basically a trap. Much better to rely on your secondaries and main battery in the Napoli.
I have a technical question:I noticed a few weeks ago, that Jingles' videos are played in (auto)480p which makes the onscreen text illegible. When I switch to 720p or higher the video stutters: every 2-3 seconds it buffers for a 1/2 second. Which is annoying AF. Anyone experience similar? To be fair, my internet is kinda potato, but I have no such experience with other creators' videos in 720p
floof sighting
Still trying to get the algorithm to notice you again. Lol
Na, he was only...mostly dead🤣
There are dolphins?! How have I never noticed this before?
I get dolphins regularly - seems to be every other game - I wonder if it depends on which ship type you use?
Risk it for a biskit
😉😉
Imma do it so no one else can...
First.
Also Jingles, ever heard of "Mechwarrior Online" ? Might be worth checking out, i think you'd enjoy that game
I congratulate you sir/ma'am/? on being first! Have a cookie 🍪 and back to the Salt Mines with you! 😂 I guarantee he has heard of MWO as it's been up and running for years now! 😊
I’m pretty sure he has an old MWO video. At the very least, I know he has talked about it before a long time ago.
@@BlueWizi Would be neat if he revisted it. The game is so much fun, only struggeling with a lack of playerbase...
@@last_dutch_hero258 I mean, it has its issues. I stopped playing a few years ago, the game play and meta were kinda stagnant. Faction play was fun but brutally one sided. I wish they would add a stock only mode or something to change it up.
I think the “Just A Flesh Wound” award mechanic is broken. I’ve had a bunch recently where I don’t get it with a kill after I’m dead. I think you have to be dead for more than 2-3 seconds now.
Like 999 and comment 35! Woo hoo!
How’s life Jingles?
Why don´t you show the money screen? It would be good to know if you lose or win money in this case/es.
Spent so much coal on a Napoli
All players should thank the big spenders. They keep the game alive.
Why go for 10.3 concealment when your secondarys open at 11+km ? That's 4cpt points or a module wasted. The only shots that benefited from the range module was one salvo at that dutch cruiser which set a fire which was immediatly repaired. There is no reason not to fully spec this thing into a secondary build in my opinion. GG though.
@@connycontainer9459 I wouldn't trade the ability to get up close or disengage when necessary for anything, especially in the passive meta. 10.3km is amazing concealment for a cruiser when you have BBs approaching sub 12km concealment.
@@Lewiks Most other cruisers yes. But Napoli has speed, agility and is tanky and has a smoke. The only other reason I could see is that you want unsuspecting ships to be even more in your secondary range, but I don't think that's worth the trade. I only got her a couple month ago and tried all kinds of combinations, and they all work pretty well. So I can see why people are going for that in between build, but I have yet to see anyone turning off their secondarys in those ranges. Whenever I did it I often forgot to turn them back on for some time.
It's just so much more fun going in between two targets in a full sec build imo.
10.3 against that DD you can't see is somewhat useful. Beyond that, fair point.
It's worth mentioning that secondaries only open up on ships that are *spotted*. As such, Concealment Expert is still quite useful against ships that have a lower detection radius. Gives them less time to react when you get close and your secondaries start to go "BRRRT!"
Still struggling with titles jingles. Maybe it's in a rotation
FIRST!
I think you tied with the person right above this comment! 😂
Somethings about this game are just too fictitious to pay anyone for. In the rest of the real world the Planet Earth has a curvature, that curvature limits visible range...that is why ships have towers...not because "WOW decided" that your destroyers are better fighting ships than our battle ships. Aircraft carriers can only launch one squadron of planes and then have to wait.
But here is today's fiction...our Hero destroyer, who is somehow invisible at the distance I can see while sitting in a canoe, is traveling at 40knts and chucking torpedoes at targets that are 8km's away. Now, with the game having a time limit, how much should we lead the enemy who is traveling at only 30knts? Hurry it up, you only have 20 minutes... (Those torpedoes must be moving over two hundred miles an hour.)
An alright battle, but the result of it was given fairly early on.
15:08
Jingles, according to WG you have to be dead for 1.5 seconds before killing the enemy to qualify for JaFW; ofherwise the game merely considers it a trade.
Yes, yes, I know, double shifts in the pit! I'm going!